Efektivitas Layanan Bimbingan Kelompok Menggunakan Board Game untuk Meningkatkan Akademik Hardiness Siswa
DOI:
https://doi.org/10.30605/jsgp.9.1.2026.8171Keywords:
Layanan Bimbingan Kelompok, Board Game, Akademik HardinessAbstract
Urgensi penelitian ini dilakukan karena rendahnya ketahanan akademik siswa dalam menghadapi tekanan belajar menuntut inovasi layanan bimbingan yang efektif dan menarik, seperti penggunaan board game dalam bimbingan kelompok, untuk meningkatkan academic hardiness secara signifikan dan berkelanjutan. Berbagai temuan menunjukkan bahwa academic hardiness siswa masih rendah, sehingga siswa mudah mengalami stres akademik dan kesulitan menghadapi tuntutan belajar. Penelitian ini bertujuan untuk mengetahui efektivitas layanan bimbingan kelompok menggunakan board game dalam meningkatkan academic hardiness siswa SMA. Penelitian ini menggunakan metode kuantitatif dengan desain quasi experimental model pretest-posttest control group design. Pemilihan sampel dilakukan menggunakan teknik purposive sampling dengan kriteria siswa yang memiliki tingkat academic hardiness rendah. Sampel penelitian terdiri dari 12 siswa yang dibagi menjadi kelompok eksperimen (n = 6) dan kelompok kontrol (n = 6). Teknik pengumpulan data dilakukan melalui pemberian pretest dan posttest pada kedua kelompok menggunakan skala academic hardiness berdasarkan teori Kobasa (1982) dengan validitas 0,272–0,623 dan reliabilitas Alpha Cronbach 0,826. Data dianalisis menggunakan uji Wilcoxon untuk mengetahui perbedaan skor pretest dan posttest serta uji N-Gain untuk mengetahui tingkat peningkatan setelah perlakuan. Hasil uji Wilcoxon menunjukkan nilai signifikansi kelompok eksperimen sebesar 0,027 < 0,05 yang berarti terdapat perbedaan signifikan antara pretest dan posttest, sedangkan kelompok kontrol memperoleh nilai signifikansi 0,854 > 0,05 sehingga tidak terdapat perbedaan signifikan. Hasil uji N-Gain menunjukkan rata-rata kelompok eksperimen sebesar 0,3573 dengan kategori sedang, sedangkan kelompok kontrol sebesar -0,0359 dengan kategori rendah. Dengan demikian, layanan bimbingan kelompok menggunakan board game efektif dalam meningkatkan academic hardiness siswa, sehingga dapat direkomendasikan sebagai alternatif media layanan yang inovatif dan menarik bagi konselor atau guru BK dalam upaya meningkatkan academic hardiness siswa secara lebih optimal.
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